some Network changes.

This commit is contained in:
Bob
2010-01-23 16:08:36 +13:00
parent f1e0b46d38
commit 3bb40f7d0e
21 changed files with 282 additions and 363 deletions

111
OpenRa.Game/Network/Connection.cs Executable file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Threading;
using System.IO;
namespace OpenRa.Network
{
enum ConnectionState
{
NotConnected,
Connecting,
Connected,
}
interface IConnection
{
int LocalClientId { get; }
ConnectionState ConnectionState { get; }
void Send( byte[] packet );
void Receive( Action<int, byte[]> packetFn );
}
class EchoConnection : IConnection
{
protected struct ReceivedPacket
{
public int FromClient;
public byte[] Data;
}
protected List<ReceivedPacket> receivedPackets = new List<ReceivedPacket>();
public virtual int LocalClientId
{
get { return 1; }
}
public virtual ConnectionState ConnectionState
{
get { return ConnectionState.Connected; }
}
public virtual void Send( byte[] packet )
{
lock( this )
receivedPackets.Add( new ReceivedPacket { FromClient = LocalClientId, Data = packet } );
}
public virtual void Receive( Action<int, byte[]> packetFn )
{
List<ReceivedPacket> packets;
lock( this )
{
packets = receivedPackets;
receivedPackets = new List<ReceivedPacket>();
}
foreach( var p in packets )
packetFn( p.FromClient, p.Data );
}
}
class NetworkConnection : EchoConnection
{
TcpClient socket;
int clientId;
ConnectionState connectionState = ConnectionState.Connecting;
public NetworkConnection( string host, int port )
{
new Thread( _ =>
{
try
{
socket = new TcpClient( host, port );
var reader = new BinaryReader( socket.GetStream() );
clientId = reader.ReadInt32();
connectionState = ConnectionState.Connected;
for( ; ; )
{
var len = reader.ReadInt32();
var buf = reader.ReadBytes( len );
lock( this )
receivedPackets.Add( new ReceivedPacket { FromClient = -1, Data = buf } );
}
}
catch
{
connectionState = ConnectionState.NotConnected;
}
}
) { IsBackground = true }.Start();
}
public override int LocalClientId { get { return clientId; } }
public override ConnectionState ConnectionState { get { return connectionState; } }
public override void Send( byte[] packet )
{
base.Send( packet );
var ms = new MemoryStream();
ms.Write( BitConverter.GetBytes( (int)packet.Length ) );
ms.Write( packet );
ms.WriteTo( socket.GetStream() );
}
}
}

163
OpenRa.Game/Network/Order.cs Executable file
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using System;
using System.IO;
using System.Linq;
using OpenRa.SupportPowers;
namespace OpenRa
{
public sealed class Order
{
public readonly string OrderString;
public readonly Actor Subject;
public readonly Actor TargetActor;
public readonly int2 TargetLocation;
public readonly string TargetString;
public bool IsImmediate;
public Player Player { get { return Subject.Owner; } }
public Order(string orderString, Actor subject,
Actor targetActor, int2 targetLocation, string targetString)
{
this.OrderString = orderString;
this.Subject = subject;
this.TargetActor = targetActor;
this.TargetLocation = targetLocation;
this.TargetString = targetString;
}
public byte[] Serialize()
{
if (IsImmediate) /* chat, whatever */
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((byte)0xfe);
w.Write((uint)Player.Index);
w.Write(OrderString);
w.Write(TargetString);
return ret.ToArray();
}
switch (OrderString)
{
// Format:
// u8 : orderID.
// 0xFF: Full serialized order.
// varies: rest of order.
default:
// TODO: specific serializers for specific orders.
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write( (byte)0xFF );
w.Write(OrderString);
w.Write(UIntFromActor(Subject));
w.Write(UIntFromActor(TargetActor));
w.Write(TargetLocation.X);
w.Write(TargetLocation.Y);
w.Write(TargetString != null);
if (TargetString != null)
w.Write(TargetString);
return ret.ToArray();
}
}
}
static Player LookupPlayer(World world, uint index)
{
return world.players
.Where(x => x.Value.Index == index)
.First().Value;
}
public static Order Deserialize(World world, BinaryReader r)
{
switch (r.ReadByte())
{
case 0xFF:
{
var order = r.ReadString();
var subjectId = r.ReadUInt32();
var targetActorId = r.ReadUInt32();
var targetLocation = new int2(r.ReadInt32(), 0);
targetLocation.Y = r.ReadInt32();
var targetString = null as string;
if (r.ReadBoolean())
targetString = r.ReadString();
Actor subject, targetActor;
if( !TryGetActorFromUInt( world, subjectId, out subject ) || !TryGetActorFromUInt( world, targetActorId, out targetActor ) )
return null;
return new Order( order, subject, targetActor, targetLocation, targetString);
}
case 0xfe:
{
var playerID = r.ReadUInt32();
var name = r.ReadString();
var data = r.ReadString();
return new Order( name, LookupPlayer( world, playerID ).PlayerActor, null, int2.Zero, data ) { IsImmediate = true };
}
default:
throw new NotImplementedException();
}
}
static uint UIntFromActor(Actor a)
{
if (a == null) return 0xffffffff;
return a.ActorID;
}
static bool TryGetActorFromUInt(World world, uint aID, out Actor ret )
{
if( aID == 0xFFFFFFFF )
{
ret = null;
return true;
}
else
{
foreach( var a in world.Actors.Where( x => x.ActorID == aID ) )
{
ret = a;
return true;
}
ret = null;
return false;
}
}
// Named constructors for Orders.
// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
public static Order Chat(Player subject, string text)
{
return new Order("Chat", subject.PlayerActor, null, int2.Zero, text)
{ IsImmediate = true };
}
public static Order StartProduction(Player subject, string item)
{
return new Order("StartProduction", subject.PlayerActor, null, int2.Zero, item );
}
public static Order PauseProduction(Player subject, string item, bool pause)
{
return new Order("PauseProduction", subject.PlayerActor, null, new int2( pause ? 1 : 0, 0 ), item);
}
public static Order CancelProduction(Player subject, string item)
{
return new Order("CancelProduction", subject.PlayerActor, null, int2.Zero, item);
}
public static Order PlayAnimation(Actor actor, string animationString)
{
return new Order("PlayAnimation", actor, null, int2.Zero, animationString);
}
}
}

45
OpenRa.Game/Network/OrderIO.cs Executable file
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace OpenRa.Network
{
static class OrderIO
{
public static void Write(this Stream s, byte[] buf)
{
s.Write(buf, 0, buf.Length);
}
public static void WriteFrameData(this Stream s, IEnumerable<Order> orders, int frameNumber)
{
var bytes = Serialize( orders, frameNumber );
s.Write( BitConverter.GetBytes( (int)bytes.Length ) );
s.Write( bytes );
}
public static byte[] Serialize( this IEnumerable<Order> orders, int frameNumber )
{
var ms = new MemoryStream();
ms.Write( BitConverter.GetBytes( frameNumber ) );
foreach( var o in orders.Select( o => o.Serialize() ) )
ms.Write( o );
return ms.ToArray();
}
public static List<Order> ToOrderList(this byte[] bytes, World world)
{
var ms = new MemoryStream(bytes, 4, bytes.Length - 4);
var reader = new BinaryReader(ms);
var ret = new List<Order>();
while( ms.Position < ms.Length )
{
var o = Order.Deserialize( world, reader );
if( o != null )
ret.Add( o );
}
return ret;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace OpenRa.Network
{
class OrderManager
{
Stream savingReplay;
int frameNumber = 0;
public int FramesAhead = 0;
public bool GameStarted { get { return frameNumber != 0; } }
public IConnection Connection { get; private set; }
Dictionary<int, Dictionary<int, byte[]>> frameClientData = new Dictionary<int, Dictionary<int, byte[]>>();
List<int> readyForFrames = new List<int>();
List<Order> localOrders = new List<Order>();
public void StartGame()
{
if (GameStarted) return;
frameNumber = 1;
for( int i = frameNumber ; i <= FramesAhead ; i++ )
Connection.Send( new List<Order>().Serialize( i ) );
}
public int FrameNumber { get { return frameNumber; } }
public OrderManager( IConnection conn )
{
Connection = conn;
}
public OrderManager( IConnection conn, string replayFilename )
: this( conn )
{
savingReplay = new FileStream( replayFilename, FileMode.Create );
}
public void IssueOrders( Order[] orders )
{
foreach( var order in orders )
IssueOrder( order );
}
public void IssueOrder( Order order )
{
localOrders.Add( order );
}
public void TickImmediate( World world )
{
var immediateOrders = localOrders.Where( o => o.IsImmediate ).ToList();
if( immediateOrders.Count != 0 )
Connection.Send( immediateOrders.Serialize( 0 ) );
localOrders.RemoveAll( o => o.IsImmediate );
var immediatePackets = new List<byte[]>();
Connection.Receive(
( clientId, packet ) =>
{
var frame = BitConverter.ToInt32( packet, 0 );
if( packet.Length == 5 && packet[ 4 ] == 0xEF )
readyForFrames.Add( frame );
else if( frame == 0 )
immediatePackets.Add( packet );
else
frameClientData.GetOrAdd( frame ).Add( clientId, packet );
} );
foreach( var p in immediatePackets )
foreach( var o in p.ToOrderList( world ) )
UnitOrders.ProcessOrder( o );
}
public bool IsReadyForNextFrame
{
get { return readyForFrames.Contains( FrameNumber ); }
}
public void Tick( World world )
{
if( !IsReadyForNextFrame )
throw new InvalidOperationException();
readyForFrames.RemoveAll( f => f <= FrameNumber );
Connection.Send( localOrders.Serialize( FrameNumber + FramesAhead ) );
localOrders.Clear();
var frameData = frameClientData[ FrameNumber ];
foreach( var order in frameData.OrderBy( p => p.Key ).SelectMany( o => o.Value.ToOrderList( world ) ) )
UnitOrders.ProcessOrder( order );
++frameNumber;
}
}
}

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using System.Drawing;
using OpenRa.FileFormats;
using OpenRa.GameRules;
using OpenRa.Graphics;
using OpenRa.Traits;
namespace OpenRa.Network
{
static class UnitOrders
{
public static void ProcessOrder( Order order )
{
switch( order.OrderString )
{
case "Chat":
{
Game.chat.AddLine(order.Player, order.TargetString);
break;
}
case "AssignPlayer":
{
order.Player.World.LocalPlayer = order.Player;
Game.chat.AddLine(order.Player, "is now YOU.");
break;
}
case "StartGame":
{
Game.chat.AddLine(Color.White, "Server", "The game has started.");
Game.StartGame();
break;
}
case "SyncInfo":
{
Game.SyncLobbyInfo(order.TargetString);
break;
}
case "FileChunk":
{
PackageDownloader.ReceiveChunk(order.TargetString);
break;
}
default:
{
foreach (var t in order.Subject.traits.WithInterface<IResolveOrder>())
t.ResolveOrder(order.Subject, order);
break;
}
}
}
}
}